ddnet/src/engine/client/text.cpp

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2010-11-20 10:37:14 +00:00
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <base/system.h>
#include <base/math.h>
#include <engine/graphics.h>
#include <engine/textrender.h>
#ifdef CONF_FAMILY_WINDOWS
#include <windows.h>
#endif
#ifdef CONF_PLATFORM_MACOSX
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
// ft2 texture
#include <ft2build.h>
#include FT_FREETYPE_H
// TODO: Refactor: clean this up
enum
{
MAX_CHARACTERS = 64,
};
static int aFontSizes[] = {8,9,10,11,12,13,14,15,16,17,18,19,20,36,64};
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#define NUM_FONT_SIZES (sizeof(aFontSizes)/sizeof(int))
struct CFontChar
{
int m_Id;
// these values are scaled to the pFont size
// width * font_size == real_size
float m_Width;
float m_Height;
float m_OffsetX;
float m_OffsetY;
float m_AdvanceX;
float m_aUvs[4];
int64 m_TouchTime;
};
struct CFontSizeData
{
int m_FontSize;
FT_Face *m_pFace;
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GLuint m_aTextures[2];
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int m_TextureWidth;
int m_TextureHeight;
int m_NumXChars;
int m_NumYChars;
int m_CharMaxWidth;
int m_CharMaxHeight;
CFontChar m_aCharacters[MAX_CHARACTERS*MAX_CHARACTERS];
int m_CurrentCharacter;
};
class CFont
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{
public:
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char m_aFilename[512];
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FT_Face m_FtFace;
CFontSizeData m_aSizes[NUM_FONT_SIZES];
};
class CTextRender : public IEngineTextRender
{
IGraphics *m_pGraphics;
IGraphics *Graphics() { return m_pGraphics; }
int WordLength(const char *pText)
{
int s = 1;
while(1)
{
if(*pText == 0)
return s-1;
if(*pText == '\n' || *pText == '\t' || *pText == ' ')
return s;
pText++;
s++;
}
}
float m_TextR;
float m_TextG;
float m_TextB;
float m_TextA;
int m_FontTextureFormat;
CFont *m_pDefaultFont;
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FT_Library m_FTLibrary;
int GetFontSizeIndex(int Pixelsize)
{
for(unsigned i = 0; i < NUM_FONT_SIZES; i++)
{
if(aFontSizes[i] >= Pixelsize)
return i;
}
return NUM_FONT_SIZES-1;
}
void Grow(unsigned char *pIn, unsigned char *pOut, int w, int h)
{
for(int y = 0; y < h; y++)
for(int x = 0; x < w; x++)
{
int c = pIn[y*w+x];
for(int sy = -1; sy <= 1; sy++)
for(int sx = -1; sx <= 1; sx++)
{
int GetX = x+sx;
int GetY = y+sy;
if (GetX >= 0 && GetY >= 0 && GetX < w && GetY < h)
{
int Index = GetY*w+GetX;
if(pIn[Index] > c)
c = pIn[Index];
}
}
pOut[y*w+x] = c;
}
}
void InitTexture(CFontSizeData *pSizeData, int CharWidth, int CharHeight, int Xchars, int Ychars)
{
static int FontMemoryUsage = 0;
int Width = CharWidth*Xchars;
int Height = CharHeight*Ychars;
void *pMem = mem_alloc(Width*Height, 1);
mem_zero(pMem, Width*Height);
if(pSizeData->m_aTextures[0] == 0)
glGenTextures(2, pSizeData->m_aTextures);
else
FontMemoryUsage -= pSizeData->m_TextureWidth*pSizeData->m_TextureHeight*2;
pSizeData->m_NumXChars = Xchars;
pSizeData->m_NumYChars = Ychars;
pSizeData->m_TextureWidth = Width;
pSizeData->m_TextureHeight = Height;
pSizeData->m_CurrentCharacter = 0;
for(int i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D, pSizeData->m_aTextures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, m_FontTextureFormat, Width, Height, 0, m_FontTextureFormat, GL_UNSIGNED_BYTE, pMem);
FontMemoryUsage += Width*Height;
}
dbg_msg("", "pFont memory usage: %d", FontMemoryUsage);
mem_free(pMem);
}
int AdjustOutlineThicknessToFontSize(int OutlineThickness, int FontSize)
{
if(FontSize > 36)
OutlineThickness *= 4;
else if(FontSize >= 18)
OutlineThickness *= 2;
return OutlineThickness;
}
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void IncreaseTextureSize(CFontSizeData *pSizeData)
{
if(pSizeData->m_TextureWidth < pSizeData->m_TextureHeight)
pSizeData->m_NumXChars <<= 1;
else
pSizeData->m_NumYChars <<= 1;
InitTexture(pSizeData, pSizeData->m_CharMaxWidth, pSizeData->m_CharMaxHeight, pSizeData->m_NumXChars, pSizeData->m_NumYChars);
}
// TODO: Refactor: move this into a pFont class
void InitIndex(CFont *pFont, int Index)
{
CFontSizeData *pSizeData = &pFont->m_aSizes[Index];
pSizeData->m_FontSize = aFontSizes[Index];
FT_Set_Pixel_Sizes(pFont->m_FtFace, 0, pSizeData->m_FontSize);
int OutlineThickness = AdjustOutlineThicknessToFontSize(1, pSizeData->m_FontSize);
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{
unsigned GlyphIndex;
int MaxH = 0;
int MaxW = 0;
int Charcode = FT_Get_First_Char(pFont->m_FtFace, &GlyphIndex);
while(GlyphIndex != 0)
{
// do stuff
FT_Load_Glyph(pFont->m_FtFace, GlyphIndex, FT_LOAD_DEFAULT);
if(pFont->m_FtFace->glyph->metrics.width > MaxW) MaxW = pFont->m_FtFace->glyph->metrics.width; // ignore_convention
if(pFont->m_FtFace->glyph->metrics.height > MaxH) MaxH = pFont->m_FtFace->glyph->metrics.height; // ignore_convention
Charcode = FT_Get_Next_Char(pFont->m_FtFace, Charcode, &GlyphIndex);
}
MaxW = (MaxW>>6)+2+OutlineThickness*2;
MaxH = (MaxH>>6)+2+OutlineThickness*2;
for(pSizeData->m_CharMaxWidth = 1; pSizeData->m_CharMaxWidth < MaxW; pSizeData->m_CharMaxWidth <<= 1);
for(pSizeData->m_CharMaxHeight = 1; pSizeData->m_CharMaxHeight < MaxH; pSizeData->m_CharMaxHeight <<= 1);
}
//dbg_msg("pFont", "init size %d, texture size %d %d", pFont->sizes[index].font_size, w, h);
//FT_New_Face(m_FTLibrary, "data/fonts/vera.ttf", 0, &pFont->ft_face);
InitTexture(pSizeData, pSizeData->m_CharMaxWidth, pSizeData->m_CharMaxHeight, 8, 8);
}
CFontSizeData *GetSize(CFont *pFont, int Pixelsize)
{
int Index = GetFontSizeIndex(Pixelsize);
if(pFont->m_aSizes[Index].m_FontSize != aFontSizes[Index])
InitIndex(pFont, Index);
return &pFont->m_aSizes[Index];
}
void UploadGlyph(CFontSizeData *pSizeData, int Texnum, int SlotId, int Chr, const void *pData)
{
int x = (SlotId%pSizeData->m_NumXChars) * (pSizeData->m_TextureWidth/pSizeData->m_NumXChars);
int y = (SlotId/pSizeData->m_NumXChars) * (pSizeData->m_TextureHeight/pSizeData->m_NumYChars);
glBindTexture(GL_TEXTURE_2D, pSizeData->m_aTextures[Texnum]);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y,
pSizeData->m_TextureWidth/pSizeData->m_NumXChars,
pSizeData->m_TextureHeight/pSizeData->m_NumYChars,
m_FontTextureFormat, GL_UNSIGNED_BYTE, pData);
}
// 32k of data used for rendering glyphs
unsigned char ms_aGlyphData[(1024/8) * (1024/8)];
unsigned char ms_aGlyphDataOutlined[(1024/8) * (1024/8)];
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int GetSlot(CFontSizeData *pSizeData)
{
int CharCount = pSizeData->m_NumXChars*pSizeData->m_NumYChars;
if(pSizeData->m_CurrentCharacter < CharCount)
{
int i = pSizeData->m_CurrentCharacter;
pSizeData->m_CurrentCharacter++;
return i;
}
// kick out the oldest
// TODO: remove this linear search
{
int Oldest = 0;
for(int i = 1; i < CharCount; i++)
{
if(pSizeData->m_aCharacters[i].m_TouchTime < pSizeData->m_aCharacters[Oldest].m_TouchTime)
Oldest = i;
}
if(time_get()-pSizeData->m_aCharacters[Oldest].m_TouchTime < time_freq())
{
IncreaseTextureSize(pSizeData);
return GetSlot(pSizeData);
}
return Oldest;
}
}
int RenderGlyph(CFont *pFont, CFontSizeData *pSizeData, int Chr)
{
FT_Bitmap *pBitmap;
int SlotId = 0;
int SlotW = pSizeData->m_TextureWidth / pSizeData->m_NumXChars;
int SlotH = pSizeData->m_TextureHeight / pSizeData->m_NumYChars;
int SlotSize = SlotW*SlotH;
int x = 1;
int y = 1;
int px, py;
FT_Set_Pixel_Sizes(pFont->m_FtFace, 0, pSizeData->m_FontSize);
if(FT_Load_Char(pFont->m_FtFace, Chr, FT_LOAD_RENDER|FT_LOAD_NO_BITMAP))
{
dbg_msg("pFont", "error loading glyph %d", Chr);
return -1;
}
pBitmap = &pFont->m_FtFace->glyph->bitmap; // ignore_convention
// fetch slot
SlotId = GetSlot(pSizeData);
if(SlotId < 0)
return -1;
// adjust spacing
int OutlineThickness = AdjustOutlineThicknessToFontSize(1, pSizeData->m_FontSize);
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x += OutlineThickness;
y += OutlineThickness;
// prepare glyph data
mem_zero(ms_aGlyphData, SlotSize);
if(pBitmap->pixel_mode == FT_PIXEL_MODE_GRAY) // ignore_convention
{
for(py = 0; py < pBitmap->rows; py++) // ignore_convention
for(px = 0; px < pBitmap->width; px++) // ignore_convention
ms_aGlyphData[(py+y)*SlotW+px+x] = pBitmap->buffer[py*pBitmap->pitch+px]; // ignore_convention
}
else if(pBitmap->pixel_mode == FT_PIXEL_MODE_MONO) // ignore_convention
{
for(py = 0; py < pBitmap->rows; py++) // ignore_convention
for(px = 0; px < pBitmap->width; px++) // ignore_convention
{
if(pBitmap->buffer[py*pBitmap->pitch+px/8]&(1<<(7-(px%8)))) // ignore_convention
ms_aGlyphData[(py+y)*SlotW+px+x] = 255;
}
}
if(0) for(py = 0; py < SlotW; py++)
for(px = 0; px < SlotH; px++)
ms_aGlyphData[py*SlotW+px] = 255;
// upload the glyph
UploadGlyph(pSizeData, 0, SlotId, Chr, ms_aGlyphData);
if(OutlineThickness == 1)
{
Grow(ms_aGlyphData, ms_aGlyphDataOutlined, SlotW, SlotH);
UploadGlyph(pSizeData, 1, SlotId, Chr, ms_aGlyphDataOutlined);
}
else
{
Grow(ms_aGlyphData, ms_aGlyphDataOutlined, SlotW, SlotH);
Grow(ms_aGlyphDataOutlined, ms_aGlyphData, SlotW, SlotH);
UploadGlyph(pSizeData, 1, SlotId, Chr, ms_aGlyphData);
}
// set char info
{
CFontChar *pFontchr = &pSizeData->m_aCharacters[SlotId];
float Scale = 1.0f/pSizeData->m_FontSize;
float Uscale = 1.0f/pSizeData->m_TextureWidth;
float Vscale = 1.0f/pSizeData->m_TextureHeight;
int Height = pBitmap->rows + OutlineThickness*2 + 2; // ignore_convention
int Width = pBitmap->width + OutlineThickness*2 + 2; // ignore_convention
pFontchr->m_Id = Chr;
pFontchr->m_Height = Height * Scale;
pFontchr->m_Width = Width * Scale;
pFontchr->m_OffsetX = (pFont->m_FtFace->glyph->bitmap_left-1) * Scale; // ignore_convention
pFontchr->m_OffsetY = (pSizeData->m_FontSize - pFont->m_FtFace->glyph->bitmap_top) * Scale; // ignore_convention
pFontchr->m_AdvanceX = (pFont->m_FtFace->glyph->advance.x>>6) * Scale; // ignore_convention
pFontchr->m_aUvs[0] = (SlotId%pSizeData->m_NumXChars) / (float)(pSizeData->m_NumXChars);
pFontchr->m_aUvs[1] = (SlotId/pSizeData->m_NumXChars) / (float)(pSizeData->m_NumYChars);
pFontchr->m_aUvs[2] = pFontchr->m_aUvs[0] + Width*Uscale;
pFontchr->m_aUvs[3] = pFontchr->m_aUvs[1] + Height*Vscale;
}
return SlotId;
}
CFontChar *GetChar(CFont *pFont, CFontSizeData *pSizeData, int Chr)
{
CFontChar *pFontchr = NULL;
// search for the character
// TODO: remove this linear search
int i;
for(i = 0; i < pSizeData->m_CurrentCharacter; i++)
{
if(pSizeData->m_aCharacters[i].m_Id == Chr)
{
pFontchr = &pSizeData->m_aCharacters[i];
break;
}
}
// check if we need to render the character
if(!pFontchr)
{
int Index = RenderGlyph(pFont, pSizeData, Chr);
if(Index >= 0)
pFontchr = &pSizeData->m_aCharacters[Index];
}
// touch the character
// TODO: don't call time_get here
if(pFontchr)
pFontchr->m_TouchTime = time_get();
return pFontchr;
}
// must only be called from the rendering function as the pFont must be set to the correct size
void RenderSetup(CFont *pFont, int size)
{
FT_Set_Pixel_Sizes(pFont->m_FtFace, 0, size);
}
float Kerning(CFont *pFont, int Left, int Right)
{
FT_Vector Kerning = {0,0};
FT_Get_Kerning(pFont->m_FtFace, Left, Right, FT_KERNING_DEFAULT, &Kerning);
return (Kerning.x>>6);
}
public:
CTextRender()
{
m_pGraphics = 0;
m_TextR = 1;
m_TextG = 1;
m_TextB = 1;
m_TextA = 1;
m_pDefaultFont = 0;
// GL_LUMINANCE can be good for debugging
m_FontTextureFormat = GL_ALPHA;
}
virtual void Init()
{
m_pGraphics = Kernel()->RequestInterface<IGraphics>();
FT_Init_FreeType(&m_FTLibrary);
}
virtual CFont *LoadFont(const char *pFilename)
{
CFont *pFont = (CFont *)mem_alloc(sizeof(CFont), 1);
mem_zero(pFont, sizeof(*pFont));
str_copy(pFont->m_aFilename, pFilename, sizeof(pFont->m_aFilename));
if(FT_New_Face(m_FTLibrary, pFont->m_aFilename, 0, &pFont->m_FtFace))
{
mem_free(pFont);
return NULL;
}
for(unsigned i = 0; i < NUM_FONT_SIZES; i++)
pFont->m_aSizes[i].m_FontSize = -1;
dbg_msg("textrender", "loaded pFont from '%s'", pFilename);
return pFont;
};
virtual void DestroyFont(CFont *pFont)
{
mem_free(pFont);
}
virtual void SetDefaultFont(CFont *pFont)
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{
dbg_msg("textrender", "default pFont set %p", pFont);
m_pDefaultFont = pFont;
}
virtual void SetCursor(CTextCursor *pCursor, float x, float y, float FontSize, int Flags)
{
mem_zero(pCursor, sizeof(*pCursor));
pCursor->m_FontSize = FontSize;
pCursor->m_StartX = x;
pCursor->m_StartY = y;
pCursor->m_X = x;
pCursor->m_Y = y;
pCursor->m_LineCount = 1;
pCursor->m_LineWidth = -1;
pCursor->m_Flags = Flags;
pCursor->m_CharCount = 0;
}
virtual void Text(void *pFontSetV, float x, float y, float Size, const char *pText, int MaxWidth)
{
CTextCursor Cursor;
SetCursor(&Cursor, x, y, Size, TEXTFLAG_RENDER);
Cursor.m_LineWidth = MaxWidth;
TextEx(&Cursor, pText, -1);
}
virtual float TextWidth(void *pFontSetV, float Size, const char *pText, int Length)
{
CTextCursor Cursor;
SetCursor(&Cursor, 0, 0, Size, 0);
TextEx(&Cursor, pText, Length);
return Cursor.m_X;
}
virtual int TextLineCount(void *pFontSetV, float Size, const char *pText, float LineWidth)
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{
CTextCursor Cursor;
SetCursor(&Cursor, 0, 0, Size, 0);
Cursor.m_LineWidth = LineWidth;
TextEx(&Cursor, pText, -1);
return Cursor.m_LineCount;
}
virtual void TextColor(float r, float g, float b, float a)
{
m_TextR = r;
m_TextG = g;
m_TextB = b;
m_TextA = a;
}
virtual void TextEx(CTextCursor *pCursor, const char *pText, int Length)
{
CFont *pFont = pCursor->m_pFont;
CFontSizeData *pSizeData = NULL;
//dbg_msg("textrender", "rendering text '%s'", text);
float ScreenX0, ScreenY0, ScreenX1, ScreenY1;
float FakeToScreenX, FakeToScreenY;
int ActualX, ActualY;
int ActualSize;
int i;
int GotNewLine = 0;
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float DrawX = 0.0f, DrawY = 0.0f;
int LineCount = 0;
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float CursorX, CursorY;
const char *pEnd;
float Size = pCursor->m_FontSize;
// to correct coords, convert to screen coords, round, and convert back
Graphics()->GetScreen(&ScreenX0, &ScreenY0, &ScreenX1, &ScreenY1);
FakeToScreenX = (Graphics()->ScreenWidth()/(ScreenX1-ScreenX0));
FakeToScreenY = (Graphics()->ScreenHeight()/(ScreenY1-ScreenY0));
ActualX = (int)(pCursor->m_X * FakeToScreenX);
ActualY = (int)(pCursor->m_Y * FakeToScreenY);
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CursorX = ActualX / FakeToScreenX;
CursorY = ActualY / FakeToScreenY;
// same with size
ActualSize = (int)(Size * FakeToScreenY);
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Size = ActualSize / FakeToScreenY;
// fetch pFont data
if(!pFont)
pFont = m_pDefaultFont;
if(!pFont)
return;
pSizeData = GetSize(pFont, ActualSize);
RenderSetup(pFont, ActualSize);
float Scale = 1/pSizeData->m_FontSize;
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// set length
if(Length < 0)
Length = str_length(pText);
pEnd = pText + Length;
// if we don't want to render, we can just skip the first outline pass
i = 1;
if(pCursor->m_Flags&TEXTFLAG_RENDER)
i = 0;
for(;i < 2; i++)
{
const char *pCurrent = (char *)pText;
const char *pEnd = pCurrent+Length;
DrawX = CursorX;
DrawY = CursorY;
LineCount = pCursor->m_LineCount;
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if(pCursor->m_Flags&TEXTFLAG_RENDER)
{
// TODO: Make this better
glEnable(GL_TEXTURE_2D);
if (i == 0)
glBindTexture(GL_TEXTURE_2D, pSizeData->m_aTextures[1]);
else
glBindTexture(GL_TEXTURE_2D, pSizeData->m_aTextures[0]);
Graphics()->QuadsBegin();
if (i == 0)
Graphics()->SetColor(0.0f, 0.0f, 0.0f, 0.3f*m_TextA);
else
Graphics()->SetColor(m_TextR, m_TextG, m_TextB, m_TextA);
}
while(pCurrent < pEnd && (pCursor->m_MaxLines < 1 || LineCount <= pCursor->m_MaxLines))
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{
int NewLine = 0;
const char *pBatchEnd = pEnd;
if(pCursor->m_LineWidth > 0 && !(pCursor->m_Flags&TEXTFLAG_STOP_AT_END))
{
int Wlen = min(WordLength((char *)pCurrent), (int)(pEnd-pCurrent));
CTextCursor Compare = *pCursor;
Compare.m_X = DrawX;
Compare.m_Y = DrawY;
Compare.m_Flags &= ~TEXTFLAG_RENDER;
Compare.m_LineWidth = -1;
TextEx(&Compare, pText, Wlen);
if(Compare.m_X-DrawX > pCursor->m_LineWidth)
{
// word can't be fitted in one line, cut it
CTextCursor Cutter = *pCursor;
Cutter.m_CharCount = 0;
Cutter.m_X = DrawX;
Cutter.m_Y = DrawY;
Cutter.m_Flags &= ~TEXTFLAG_RENDER;
Cutter.m_Flags |= TEXTFLAG_STOP_AT_END;
TextEx(&Cutter, (const char *)pCurrent, Wlen);
Wlen = Cutter.m_CharCount;
NewLine = 1;
if(Wlen <= 3) // if we can't place 3 chars of the word on this line, take the next
Wlen = 0;
}
else if(Compare.m_X-pCursor->m_StartX > pCursor->m_LineWidth)
{
NewLine = 1;
Wlen = 0;
}
pBatchEnd = pCurrent + Wlen;
}
while(pCurrent < pBatchEnd)
{
const char *pTmp;
float Advance = 0;
int Character = 0;
int Nextcharacter = 0;
CFontChar *pChr;
// TODO: UTF-8 decode
Character = str_utf8_decode(&pCurrent);
pTmp = pCurrent;
Nextcharacter = str_utf8_decode(&pTmp);
if(Character == '\n')
{
DrawX = pCursor->m_StartX;
DrawY += Size;
DrawX = (int)(DrawX * FakeToScreenX) / FakeToScreenX; // realign
DrawY = (int)(DrawY * FakeToScreenY) / FakeToScreenY;
++LineCount;
if(pCursor->m_MaxLines > 0 && LineCount > pCursor->m_MaxLines)
break;
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continue;
}
pChr = GetChar(pFont, pSizeData, Character);
if(pChr)
{
if(pCursor->m_Flags&TEXTFLAG_RENDER)
{
Graphics()->QuadsSetSubset(pChr->m_aUvs[0], pChr->m_aUvs[1], pChr->m_aUvs[2], pChr->m_aUvs[3]);
IGraphics::CQuadItem QuadItem(DrawX+pChr->m_OffsetX*Size, DrawY+pChr->m_OffsetY*Size, pChr->m_Width*Size, pChr->m_Height*Size);
Graphics()->QuadsDrawTL(&QuadItem, 1);
}
Advance = pChr->m_AdvanceX + Kerning(pFont, Character, Nextcharacter)*Scale;
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}
if(pCursor->m_Flags&TEXTFLAG_STOP_AT_END && DrawX+(Advance+pChr->m_Width)*Size-pCursor->m_StartX > pCursor->m_LineWidth)
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{
// we hit the end of the line, no more to render or count
pCurrent = pEnd;
break;
}
DrawX += Advance*Size;
pCursor->m_CharCount++;
}
if(NewLine)
{
DrawX = pCursor->m_StartX;
DrawY += Size;
GotNewLine = 1;
DrawX = (int)(DrawX * FakeToScreenX) / FakeToScreenX; // realign
DrawY = (int)(DrawY * FakeToScreenY) / FakeToScreenY;
++LineCount;
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}
}
if(pCursor->m_Flags&TEXTFLAG_RENDER)
Graphics()->QuadsEnd();
}
pCursor->m_X = DrawX;
pCursor->m_LineCount = LineCount;
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if(GotNewLine)
pCursor->m_Y = DrawY;
}
};
IEngineTextRender *CreateEngineTextRender() { return new CTextRender; }